Titanfall 2: Northstar
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Latest version
1.0.1
Last Updated
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24
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849KB
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Changelog

1.0.1

  • Fixed: the counter housing and its hologram digits now follow the barrel during reload animations. The barrel (bone 82, def_c_detailC) slides forward ~0.875" while reloading; the counter and the digits are now mounted on bone 83 (def_c_suppressor_cyl_sm), a child of that bone, and its bind position was moved so that the counter sits exactly where it did in 1.0.0.
  • The digits stay glued to the housing while moving, because the RUI panel is anchored to the same bone.
  • Nothing else changed: same counter position, same digit fit, same vanilla materials / animations / RUI layer. This build is assembled from the vanilla model with only the counter geometry and two bone values replaced - it is not a full recompile, so nothing else in the weapon can shift.
  • Client-side only; no damage, spread or hit-registration values are changed.

1.0.0

  • Initial release.
  • Replaces the Wingman Elite's small handgun kill counter with the standard large counter.
  • Counter housing geometry: 418 vertices (0.376 x 0.989 x 2.632) -> 759 vertices (1.465 x 2.134 x 3.741).
  • Counter screen RUI resized to the standard large-counter values (0.720 x 1.629).
  • Counter vertices rebound from bone 74 (def_c_toprail) to bone 79 (def_c_proscreen_handgun).
  • CD texture table reduced to a single empty entry, so the full-path material names resolve correctly.
  • numrui / ruiindex repaired so the RUI layer (crosshair, ammo, kill count) loads.
  • Materials, skin families, skeleton, animations and RUI contents are taken from vanilla / the standard large-counter configuration.
  • Known issue: the hologram digits drift slightly relative to the housing while walking or turning the view, because the RUI layer does not follow the viewmodel's procedural sway. This is inherent to the engine and is only visible because the large counter is ~3x bigger than the vanilla one.
  • Client-side only; no damage, spread or hit-registration values are changed.
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